Players losing it all and quitting - sure, their fault but not good for the game.

If someone dies without insurance money why not just put them in a Sidey with the value of their lost ship, minus the insurance payment, in their account. It's not much different to paying the insurance premium after the accident/death anyway.

This seems so obvious I'm surprised it hasn't been mentioned already. That's how insurance works here on Earth. I don't see why it shouldn't work like this to be honest.
 
Really? You just equated the inclusion of a dialog box with 'playing up to the lowest common denominator of humanity? Please don't ever write software...

It's Elite Dangerous, not Elite Obfuscated.

The learning curve in ED isn't exactly steep, its time the xbox generation grows up a bit in their gaming.

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This seems so obvious I'm surprised it hasn't been mentioned already. That's how insurance works here on Earth. I don't see why it shouldn't work like this to be honest.

On earth no one would insure ED ships for 5% buy back ;)

Death penalty in ED is very minor.
 
I think the best solution after reading all what is written here.

You go boom you end as normal in the last station.
You receive a sidey and 95% of what your ship was worth. Period.

You can on the one side not loose it all
But you have to piece together your ship again

This way it is very annoying to "die" but at just this moment an grande time to contemplate choices made and maybe looking for another ship and career path

And in my eyes it would be a lot more realistic than crashing once type 9 on an outpost and then "spawning" in said outpost with an type 9 where there is not even an ship jard...

Insurance would be then madatory paid when you buy the ship, the ship went boom and is gone and you get paid out 95% or whatever that it was worth. period.

This way people have to take the sidewinder and go out getting there junk back together, it is an cool off period and maybe one to make new choices and such.

Is it possible that you could end up somewhere with your sidey, cash and no way to get out of the system you're in because your FSD doesn't have the range?
 
What you say can all be true, AND its still the players fault. I figured it out, without the manual, in about the first 20 minutes of playing. Somehow people with t-7's and Asps can't figure it out.

Absolutely agree. Nvertheless, I just dont understand why a newly purchased ship is allowed out of the station without insurance coverage. i.e. its the same as buying a car. It needs insurance before going on the public highway.

Pay the insurance first. Problem solved.
 
Absolutely agree. Nvertheless, I just dont understand why a newly purchased ship is allowed out of the station without insurance coverage. i.e. its the same as buying a car. It needs insurance before going on the public highway.

Pay the insurance first. Problem solved.

I've flown without insurance on purpose myself. I think the reason is the government doesn't care if you go broke. The reason places (and by no means not all) force you to have insurance these days is to cover the people who HIT not your own vehicle. ED you can ram all you like.
 
The learning curve in ED isn't exactly steep, its time the xbox generation grows up a bit in their gaming.

Equating an intuitive UI with maturity doesn't make sense. I'm not entirely comfortable with the idea of gaming and growing up being combined either to be honest ;)
 
Equating an intuitive UI with maturity doesn't make sense. I'm not entirely comfortable with the idea of gaming and growing up being combined either to be honest ;)

Nothing unintuitive to me, but then again I'm used to harder games ;)

First thing you should always ask yourself in a game "what happens when I die".
 
Taking this idea to its logical conclusion means that every future game release should be dumbed down to prevent any players from making the slightest mistake. So the two or three incompetents who can't look at two figures and determine which is higher - their credit balance or the rebuy value of the ship - will still be buying games. Everyone else, however, will have stopped.

Pandering to the lowest common denominator is driving the quality of releases downwards at an alarming rate. If all people want is Facebook quality, solo-distractions then please, guys, stick to those. Play Candy Crush or Farmville or Angry Phone Bills or whatever - just please leave those of us who enjoy something a little more challenging to do just that. Ask the Candy Crush guys to write you a nice pretty space browser game if you must but for the love of dog please don't try ruining modern gaming any further.

I am a bit concerned about calls to idiot proof the game too. Once you start where do you stop? Most people complaining on the forums seem to have known about the ship insurance but chose to fly without enough to cover it anyway.
 
Nothing unintuitive to me, but then again I'm used to harder games ;)

First thing you should always ask yourself in a game "what happens when I die".

I'm used to hard games too (Midwinter, Rik Dangerous, Xenon, Powermonger, etc...). And you're right, one of the first questions I ask is "what happens when I die".

However, not making something which is very important apparent to a player doesn't make the game hard.
 
Maybe part of it is that Insurance is not covered in the tutorials, and off course not everyone plays those, and most (young) people don't expect to have to read a manual these days, so having this info impossible to miss would be a good idea, maybe as a box-out pop up prior to launching the actual game as you sit in your sidewinder? e.g. "Insurance is very important in Elite: Dangerous, make sure you always have enough funds to cover the cost of an insurance claim or you will lose your money and game progress. Don't fly without Insurance - Galcorp Pilot's Federation"

Or have that 'advertised' around the game? Lots could be done to ensure everyone gets the message.

Another aspect may be the grindey nature of the game itself? You work your socks off for ages to get that dream ship, and you don't have enough for insurance, but you've been saving up for this cool new ship for ages, you really don't want to grind more.......it will be ok if you fly safe right? Maybe less grind for some of the early ship 'step ups' would reduce this and get more people comfortable with the Insurance system in game? Obviously the more ships in the game the easier it will be to balance this difficulty curve? At the moment the upgrade costs between each ship seems pretty high which might be encouraging the flying without insurance issue?
 
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I think this captures the crux of the matter quite nicely. I lost an Eagle in beta and without thinking accepted a new Sidey instead of buying back my Eagle (which I had ample funds for). At the time I was crushed... so I know what it feels like to loose everything... even though it wasn't that much in hindsight. However, it did make me play a lot more safely thereafter. The killer as Bob just said, is when you first experience this with a monster ship.

The insurance screen makes the full buy back automatically chosen, what's the problem?
 
I'm used to hard games too (Midwinter, Rik Dangerous, Xenon, Powermonger, etc...). And you're right, one of the first questions I ask is "what happens when I die".

However, not making something which is very important apparent to a player doesn't make the game hard.

More-hot-coffee-warnings.jpeg

Something like this?
 
I don't see any harm in a warning message, but I wouldn't want a change in mechanics. I like the fact that you can actually lose at the game. In the olden days, that's what made a game a game.
 
I don't see any harm in a warning message, but I wouldn't want a change in mechanics. I like the fact that you can actually lose at the game. In the olden days, that's what made a game a game.

So you don't mind FD putting up a screen indicating that they think you're too dumb to count? That's what such a warning is. I find the concept insulting, to both FD and the player base.
 
41 pages in a day? WTH...
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My 2 credits, not that anyone cares... Do we want a game where:
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1. The player takes responsibility for their actions and learns from their mistakes? If so, I think there should be some more help along the lines of telling you why you died, etc. There are some instances where people are destroyed and have no idea what happened. Example: "You were destroyed by Station X for being WANTED"
.
or
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2.
"Warning, your cargo hold is full, check your jump range."
"Warning, your cargo hold is empty, you won't make any money."
"Warning, you are about to upgrade a module, are you sure you know what you're doing?"
"Warning, you are entering super-cruise, have you practiced avoiding interdictions?"
"Warning, deploying hard-points, are you sure you want to defend yourself and expose yourself to the possibility of accidental friendly fire?"
"Warning, your hard-points are not deployed, are you sure you want to be a sitting duck?"
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My point simply is this. It's really up to us to know the universe and how to live in it. I do agree that Elite could do a better job of giving us that information before it becomes fatal. But we have to be willing to take responsible for our own actions (or lack of attention).
 
I would say, anyone that can't learn this simple concept, should maybe play, Pac-Man.

Of course they need to learn the concept. That's why I suggested tell them once, then assume it's learned and they're on their own. Knowing something without ever being told it isn't learning, it's divining.

I haven't played many games in the last 2 years, I've played no MMO's in the last year, waiting for ED, this is the game I've waited for for a long time, and I don't want to play some "hold my hand" child's game, I want to play a game made for someone who takes responsibility for themselves and their actions. That's what Elite: Dangerous is.

Nothing in my proposal can realistically be described as handholding. Did you misread it?
 
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